precision mediump float;
uniform sampler2D u_texture;
varying float v_fade_alpha;
void main()
{
	vec4 color = texture2D(u_texture, gl_PointCoord);
	float alpha = color.r * 0.95 + color.g * 0.025 + color.b * 0.025;
	gl_FragColor = vec4(color.rgb, alpha * v_fade_alpha);
}